Eisengrim, Winter’s Children

“People ask the way to Cold Mountain.
Cold Mountain? There is no road that goes through.
Even in summer the ice doesn’t melt;
Though the sun comes out, the fog is blinding.
How can you hope to get there by aping me?
Your heart and mine are not alike.
If your heart were the same as mine,
Then you could journey to the very center!

-Han-Shan

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Eisengrim


Eisengrims are pale blue-grey furred lupine humanoids with breath cold enough to create frost. According to their oral history, the eisengrim trace their origins not only to the winter wolves whose traits are most obvious among them, but also to werewolves, wargs, and the hounds of Gwyn ap Nudd–the fey lord of the Wild Hunt.

Living Omens

Some superstitions say that trouble follows an eisengrim, while others say eisengrim arrive just ahead of trouble, with enough time to combat it. City folk tend to view both as incidental consequences of the tendency of wandering eisengrims to join adventuring parties, but there is enough truth to tales of fey hounds, church grims, and the like that one can never be certain. The fondness of eisengrims for raising pet ravens certainly does nothing to dissuade storytellers, either.

One Pack or Another

Many an eisengrim runs the alpine forests with their enormous quadrupedal kin or joins the Wild Hunt, but most have a distaste for such perpetual aggression and live in communities of hunters or travel in nomadic warrior bands. Those who leave these options behind do not travel alone for long, however, because even the most anti-social among them feel uncomfortable without a small tight-knit community of some kind. Their bonds with chosen family often drive them to incredible deeds of heroism.

Eisengrim Names

Eisengrims rarely have more than a single personal name. With regards to pronunciation, eisengrim names are similar to German, with “j” making a “y” sound, “w” making a “v” sound, and “a” always being a long “a” as in “hall.”

Example Androgynous Names: Anjo, Eike, Gabi, Goda, Hanne, Hvid, Ingar, Mille, Netanja, Nore, Ricmod, Storm, Ulli, Wolke

Example Feminine Names: Alwine, Bianka, Edelgard, Gerda, Hadewig, Isolde, Jennifer, Jördis, Kasimira, Leonore, Nerthus, Ortrun, Ursula, Wenke

Example Masculine Names: Alberich, Bode, Carloman, Donar, Erdmann, Gundahar, Hludwolf, Hrodebert, Ingulf, Karsten, Lambert, Olaf, Pankraz, Raganhar, Till, Weland


New Species: Eisengrim

    Common Personality Traits: Determined, cunning, social butterfly
    Common Physical Traits: Looming, intense stare, lots of big teeth
    Type: Large (1×1) biped folk with a Reach of 1. Your maximum wounds equal your Constitution score x 1.5 (rounded down).

  • Attributes:
  • Base Speed: 30 ft.
  • Breath Weapon: Once per round as a full action you may breathe fire in a 20-ft. line, inflicting 2d6 + your Con modifier in cold damage. Make a single ranged attack against all characters and objects in the path; each character hit may make a Fortitude Save (DC 10 + the number of Species feats you have + your Con modifier) to suffer only 1/2 damage (rounded down).
  • Cold Acclimated: You gain Cold Protection I (ignoring Extreme Cold I and reducing the effects of Extreme Cold II). (See Here)
  • Natural Attack: You gain the Bite I natural attack (see FC, page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
  • Sharp Mind: You gain 1 additional skill point per level.
  • Ice-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from heat and are sickened for a number of rounds equal to 1/2 any heat damage taken (rounded down). If you suffer continuous heat damage–such as from the environment–you are sickened until you escape the source of the damage.

Legal Appendix

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